Fighter
Base Class: Fighter

A warrior who obtains assistance from the land of the deceased. They have unfinished business in the mortal realm and seek out to find someone who could help them to achieve it. These deceased beings often act as a guardian to a warrior they chose to and offer assistance to the best of their abilities. These people refer to their guardians as watchers as they work alongside their brethren to reach a goal. The dusk sentry gain extra knowledge from the guardian as well as extra help during combat. 

Your guardian has a grey hue and is translucent. They resemble a humanoid race and other features are decided between you or your DM. They can't be further then 10 ft away from you at all times.

Communing with Guardian

Beginning when you choose this archetype at 3rd level, you gain the ability to finally commune with your guardian. The guardian assists in a failure and offers advice to you on how to avoid it. You can re-roll failed ability checks and saving throws 2 times per long rest.

Ordered Action

Your guardian offers advice in combat and tries to direct your attacks for them to be the most damaging. You deal an additional 1d8 force damage on critical hits within 10ft of you as your guardian becomes enthused and the connection between you two strengthens from that small second that allows the guardian to help.

Spectral Combatant

Starting at 7th level, your connection between you and your guardian strengthens and it is making their presence in the mortal realm greater. Now as a bonus action, they can deal additional force damage equal to your fighter level to an attack you make within 10 ft of you. 

Geist Armour

There is now a faint grey hue around you that others can faintly see in light at level 15. The presence is much more obvious to you and your guardian. This force is an extension of the guardian to protect you but it still has yet to reach full power. If you are attacked and the roll is a critical hit from non-magical weapons or a spell attack you take damage like normal and don't receive the bonus damage that comes from it. You also no longer become swayed by the magic that would make you charmed or frightened and are now outright immune.

Enrapture

At 18th level, you can give your guardian more power an help them have more abilities. You can make your guardian possess a creature of the size large and anything smaller. The guardian will perform the possess action as a bonus action. The victim must make a wisdom saving throw against you. If you have no DC, it becomes 12 + your constitution modifier. If the target fail and now will do what you want on their turn. They can further make wisdom saving throws at the end of each of their turns but it is made with disadvantage. If you want to end the possession, the target will take 7d12 as soon as this bonus action is done. 

The armor from the guardian has also increased, now if you have not used your reaction or are currently using possession you have resistance to all damage types except for necrotic, radiant, force and thunder. 

Umbral Connection

At 10th level, your guardian's power as a spectral protector is growing and their abilities have enhanced. Your guardian has both true sight and blindsight of 15 ft and they can help you to attack or notice a second presence of someone invisible or in magical darkness. The true sight and blindsight work like normal.

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